Intel 660p QLC SSD have 12GB SLC NAND chips for cache and 128GB virtual SLC cache .
I am not covinced by the SLC cache part knowing the performance decrease when you have more than 128 GB of data on the SSD.
Intel 660p QLC SSD have 12GB SLC NAND chips for cache and 128GB virtual SLC cache .
Most of SSD have SLC NAND chips for cache, ReRam's price is almost same as SLC NAND.
I think MCC will be one of those games that will get patched to run at 4k120 on Scarlett. Its already 4K60 on X1X so it would be rather easy.What are the odds of MCC getting a port with all the content, and patches on disc for Scarlett? :0
By the way, I played a bit of Prey(x1x) and the loading times are atrocious. I hope it gets patched for Scarlett, and makes use of the ssd.
Lock and Scarlett combination is one way of ensuring I get the ps5.
Don't do it MS. 😔
I think Lockhart is anarwhaleunicorn. It exists, but its not at all what you think it is.
Thermal or white electrical noise, not fan noise.
I did not read all the patent but it seems Sony Interactive patent about noise reduction on a motherboard.
It is already the same price and better performance, why not use it?I am not covinced by the SLC cache part knowing the performance decrease when you have more than 128 GB of data on the SSD.
That would be crazy. I wouldn't hold it against them if it's a straight 4k60 with everything on disc, including ODST, reach and 5.I think MCC will be one of those games that will get patched to run at 4k120 on Scarlett. Its already 4K60 on X1X so it would be rather easy.
I agree. What I am thinking is that whatever "2nd launch SKU" concept it was is long gone, but as you say, perhaps morphed into something else.The great thing about code names is their mutability. During development they represent a concept or an aspirational goal rather than a specific, concrete product. One concept for what Lockhart might be could well have been cancelled before a new idea took its place. What was different silicon could simply be a SKU without a physical media drive, or a binned version of the Scarlett silicon, or any of a dozen other ideas now that the next generation is getting to the point where go-to-market details have to be finalized.
It is already the same price and better performance, why not use it?
Because it is better to have a SSD with performance staying the same empty or nearly full as much as possible.
Yikes, I can't even imagine that. For all the times KH3 looks like a Disney CG feature film, it's sadly let down by horrible texture filtering
Only SLC NAND would be replaced with ReRam not QLC.
So your concern is not reasonal.
It's a PS4 PCB in the patent (notice the 2017 file date, and outline matches teardowns) Though I suspect PS5 will be 8 chip too.
So, 16 gigs?
MS has been amazing with their BC so I can see that too.I think MCC will be one of those games that will get patched to run at 4k120 on Scarlett. Its already 4K60 on X1X so it would be rather easy.
16 gigs is perfectly fine combined with very fast SSD.Am I wrong to think that there's nothing to be worried about with 16GB GDDR6, especially with the crazy amount of GB/s that's more than enough for 4k gaming.
I mean, more is surely better though.
i just wish for there to be an additional 4GB DDR4 for the OS to sit on so that 16GB GDDR6 can be fully utilized.
yea i saw chris say that its the PS4 only after posting.It's a PS4 PCB in the patent (notice the 2017 file date, and outline matches teardowns) Though I suspect PS5 will be 8 chip too.
And i really see no reason for more then 16GB GDDR6 overall considering it will also have very fast custom SSD.Unless we get a last minute density bump then, surprise motherfucker, 32GB :D
That ain't happening, fam.
depends on how much space those megascans take up in the VRAM. if we are getting photorealistic textures next gen, they will take up a lot more space than current gen textures even at 4k.Am I wrong to think that there's nothing to be worried about with 16GB GDDR6, especially with the crazy amount of GB/s that's more than enough for 4k gaming.
I mean, more is surely better though.
16gb has always seemed a bit small imo, 4gb will likely be used by the OS leaving only 12gb for games, seems very small for a next gen leap.
tom warren is saying that MS might be planning for lockhart post launch, but only way i think that might happen is if "lockhart" becomes the streaming box.What happened? Why is lockhart back in the discussion? I have a memory of Klee shutting down that rumor, but I'm not sure if I'm mis-remembering that.
Frankly,i wish they won't do that. It would only make things unnecessarily more complex,with another memory controller etc. 12-13GB for games is enough.i just wish for there to be an additional 4GB DDR4 for the OS to sit on so that 16GB GDDR6 can be fully utilized.
depends on how much space those megascans take up in the VRAM. if we are getting photorealistic textures next gen, they will take up a lot more space than current gen textures even at 4k.
the worlds are going to be denser and a lot more packed with detail than current gen, and SSDs wont help with detail on show at any given point. whats on your screen needs to be loaded on to the vram, and if the vram is only 3x more than current gen then all the SSD in the world isnt going to make a difference when it comes to adding distinct objects and textures on screen at once.
SSD will help with streaming as the RAM quickly loads and unloads data while you traverse the game world. unless, we are looking at some kind of ReRAM situation, 16GB might end up being the bottleneck in a 12+ tflops GPU that could render highly detailed worlds.
they will likely be using cheaper DDR4 ram for the OS. no need to waste expensive GDDR6 RAM as anything other than VRAM.
tom warren is saying that MS might be planning for lockhart post launch, but only way i think that might happen is if "lockhart" becomes the streaming box.
Chip densities can be mixed. As seen on Scarlett E3 video.
True that.
nah, you wouldn't have consistent badwidth speed for whole memory pool
nah, you wouldn't have consistent badwidth speed for whole memory pool
depends on how much space those megascans take up in the VRAM. if we are getting photorealistic textures next gen, they will take up a lot more space than current gen textures even at 4k.
the worlds are going to be denser and a lot more packed with detail than current gen, and SSDs wont help with detail on show at any given point. whats on your screen needs to be loaded on to the vram, and if the vram is only 3x more than current gen then all the SSD in the world isnt going to make a difference when it comes to adding distinct objects and textures on screen at once.
SSD will help with streaming as the RAM quickly loads and unloads data while you traverse the game world. unless, we are looking at some kind of ReRAM situation, 16GB might end up being the bottleneck in a 12+ tflops GPU that could render highly detailed world.
you would have full speed for 12GB of ram and only half of it for other 6GB. That was the problem with last 0.5GB of vram of 4GB geforce 970 https://hexus.net/tech/news/graphics/79925-nvidia-explains-geforce-gtx-970s-memory-problems/What u mean? Don't u just add up the bandwidths for each chip?
you would have full speed for 12GB of ram and only half of it for other 6GB
Yes but those polys rendered at less pixels would still require less gpu power.
You really think a ryzen 3700 with a rx6600 is not going to be able to play next gen 3rd party games at 1080p? And maybe reduced settings.
That would be ideal, but in the modern AAA landscape, completely unfeasible, LOL. Imagine if devs had to cater for a 4 TFlops Lockhart, we'll be getting 200K polys for main character models as the baseline instead of 400K polys if the baseline was 10TFlops. I want my individual strands of hair next gen, damn it
yep, in this case full speed for 12GB, and 8/12(0.66) speed for 8GBWon't that be the case for any split capacity setup?
I guess they could do 8 2gb chips and 4 1gb chips.
Yes but that is a fraction of the GPU in most cases.Geometry is processed on a GPU with a mostly fixed function pipeline prior to any rasterisation or shading. A smaller GPU will have less geometry processing performance and no amount of reducing resolution will offset that.
That's precisely the point. A weak Lockhart will mean everything is developed to cater to the lowest denominator, i.e. Lockhart. Hence, Lockhart holds back the generation of third party games; for the sake of a benefit to no-one other than Xbox's price position marketing.
Yes, a 4TF Lockhart would be pathetic.
Geometry is processed on a GPU with a mostly fixed function pipeline prior to any rasterisation or shading. A smaller GPU will have less geometry processing performance and no amount of reducing resolution will offset that.
That's precisely the point. A weak Lockhart will mean everything is developed to cater to the lowest denominator, i.e. Lockhart. Hence, Lockhart holds back the generation of third party games; for the sake of a benefit to no-one other than Xbox's price position marketing.
Yes, a 4TF Lockhart would be pathetic.
Erm, Geometry transformations have been handled by vertex shaders for quite a while now, have they not? I didn't think there were any modern fixed-function geometry pipelines left, even in mobile?Geometry is processed on a GPU with a mostly fixed function pipeline prior to any rasterisation or shading.
Depends on which movies we're talking about. As DF noted in their analysis, in many aspects real time rendering is ahead of Toy Story, in some regards even far ahead. The only aspect it can't compete on is the geometric density. I'd say real time rendering is currently a good match for early 2000s CG movies too. Not from a purely technical perspective of course since offline CG will just brute force everything, but how the visuals look overallIt's probably easier to create a CG illusion with games that are mostly about art (KH3, Crash bandicoot etc) and I predict that it'll take 2 more gens for them to be in the same realm as movies.
Erm, Geometry transformations have been handled by vertex shaders for quite a while now, have they not? I didn't think there were any modern fixed-function geometry pipelines left, even in mobile?
I won't say it's a mistake. I just don't understand where it fits into the ecosystem and the extra work for devs. Then again, they're also making games for the minefield, that's PC gaming.Not sure if already mentioned but in Brad Sams latest video he says he's heard from multiple reliable sources that Lockhart is still a thing and perhaps it was never gone to begin with.
Pretty much. HDD is on its last legs. Having a 5400RPM drive in a console with 24GB RAM would be ridiculous. How much time would you need to fill that up?People seem to underestimate how much of the RAM is used to preload assets and cache stuff, currently.